All The Overhauls Modpack | SE + K2 + 248k + BZ + 5Dim + More


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a month ago
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b Dirty water recipe issue

22 days ago
(updated 22 days ago)

Bear with me, this one is a bit convoluted.

Problem - crushed gold ore signal sets depleted acid recipe in filtration plant. It should set "filter dirty water [gold ore icon]" .

I am feeding the resources stockpiled, divided by some constants, and more processing which isn't relevant, into the filtration plants to tell them which recipe they should use for reclaiming dirty water. This disposes of the large volume of waste while sending it to whatever is most lacking.

But 'need gold'->crushed gold signal is setting the 'wrong' recipe. This shuts down most of the plants as they are unable to take dirty water, leading to a plethora of problems in my base and additionally an even greater gold shortfall. Gold ore sets no signal. I don't know how the internal game logic decides how to set recipes based on ENTITY signals, but if it is at all possible, this should be overridden. I can't conceive of a good case for this recipe needing to be able to be set by signal - only very bad cases like sushi fluid systems.

Even "silver concentrate" sets an appropriate recipe, albeit one which doesn't have silver in the name.

Alternatively, does anyone have a functional workaround for this? (setting crushed stone, the primary output from the desired recipe, doesn't set the desired recipe)

21 days ago

Hmm, this is an odd one. Sending crushed copper will set the gold filtration recipe for you (so there's your workaround), it's not AFAICT possible to select the copper one with circuits at all, and crushed gold signal will be different depending on whether BrimStuff's waste processing is turned on or not. (Though turning that off also keeps the game from loading with the current version of ATOM, oops.)

Seems pretty obvious to me that crushed copper should select the recipe that only produces copper, and acid treatment should have it's own signal (since I prefer not to remove existing functionality, even if I also don't see much need for it), but I'm not entirely sure how to make that happen. At any rate, it's on my list of things to dig into further now.

19 days ago
(updated 19 days ago)

Okay, thanks for workaround. A solution - may not be easy, no idea - would be to add the recipes as was discussed some time ago. Thy still don't exist as something a combinator can output.

Silver concentrate sets the copper one, BTW.

So, gold -> copper. And copper -> silver concentrate. Yeah, a bit of a faff but good enough for now

19 days ago

A solution - may not be easy, no idea - would be to add the recipes as was discussed some time ago. Thy still don't exist as something a combinator can output.

That's actually fairly trivial, but the design intent AIUI is to use the signal of the desired product whenever it's feasible. Which it really ought to be for this.

Silver concentrate sets the copper one, BTW.

Do -what- now?

For me silver concentrate selects the depleted acid treatment recipe (which makes sense, because that's one of it's products). If you're seeing otherwise, then something really weird is going on.

17 days ago

As things stand, this is probably not changing anytime soon. The only way I've been able to find to change what recipe is called by a given item signal is to change the prototype names for the recipe, which is rather painful under the circumstances and hard to justify since all the recipes can be accessed one way or another. I'll plan to revisit this if I learn of another way or if one is added to the game though.

16 days ago

So, I was wrong, but not completely wrong.

Silver concentrate does not set depleted acid treatment. It sets ENRICHED COPPER. Which is also not useful.

The only way I've been able to find to change what recipe is called by a given item signal is to change the prototype names for the recipe, which is rather painful under the circumstances and hard to justify since all the recipes can be accessed one way or another.

I need to be able to access it automatically. Not easily, but via set recipe. I can do it with an array of decider combinators if I can have the recipes added to the game as something a combinator can output. Don't mind that at all. I'm already doing logic to use roughly 1/2, 1/4 1/8 of my treatment plants and each recipe set by reducing the weighting of the signal sent to the previous fraction of plants, and looking to see what is now most demanded.

An extra row of combinators is meh.

16 days ago

Silver concentrate does not set depleted acid treatment. It sets ENRICHED COPPER. Which is also not useful.

Well, I don't know what's going on there, because it's absolutely setting depleted acid treatment for me.

I need to be able to access it automatically.

Looks to me like that's possible already? If you want gold, use the signal for copper crushed ore. If you want copper and not gold, there's a signal for "Filter copper ore from dirty water" (under the fluids category). For everything else, setting the signal of the main product (usually crushed) seems to set the correct recipe. Are some of those signals not behaving correctly for you?

16 days ago

It can change with different settings/mod combinations. I'll make sure signals exist once I get the time. I had a similar issue with Lignumis and alternative recipes for the same item.

15 days ago

I can throw them in easily enough with the rest of my pile of fixes, it's just a question of "which do we really need"?

Though when I think about it now, I suppose at least doing the ones that are known to do or at high risk of doing confusing things makes sense.

15 days ago
(updated 15 days ago)

I found a workaround. It's not good, and I'd prefer to be able to use the recipes anyway but the workaround is this:

If you set [crushed stone]=1,[crushed gold ore]=1,[crushed copper ore]=1, then the machine will select the gold recipe. Still not sure of the exact mechanics, largely because I have no idea how circuits are handled on a coding level, but I had a hunch that if I supplied ALL of the outputs to the machine at the same time, then it may select the only recipe which can output them all, and indeed, it did.

Okay I may have confused myself here, if this was a recipe we did have access to. Which would be a good reason to be able to select all the recipes if that was possible. I'm about to check it with silver and copper and report back.

Never mind, it's still broken. This just means that I broke my base trying to change needed things into absurd other things, as it doesn't make gold anymore...

15 days ago

Only one signal will have any effect at a time; I don't know how it picks which one.

Anyway, I've sent in a PR that adds recipe signals for all the dirty water filtration recipes when ATOM is already changing them around.

13 days ago

Thanks for being faster than me. That's not difficult nowadays :-)

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